111,811 Commits over 3,928 Days - 1.19cph!
Updated the ClientServerFieldFinder to check for fields when in None compiler mode
Fixed all client/server/none field mismatches except for the travelling vendor fields
Should fix long monument imports when switching between compiler modes
Merge from tutorial_speakwith
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
Don't roll the eye cam with the bike, keep it level
Sprint mode refactor:
- Removed sprint progress bar UI
- Motorbikes can no longer 'sprint'
- Bicycle sprint works as before
- Fixed Shift not working in the air
Improve damage triggers, and fix hitting players with bikes causing too much damage
Set up bike hurt triggers
Add physics.treecollision convar to enable/disable collision betwen players/vehicles and trees
Merge from auto_turret_demo_fix
Fix NRE when scrubbing through demos with an Auto Turret
New Bike.doPlayerDamage convar disabled player damage/death from bike crashes
Adjust bike passenger eye pos
Reduced look range a little for passengers
Improved sprint on motorbike and (especially) sidecar bike. Though this could still be improved further.
Fixed some old Snowmobile naming.
Merge from static_props_03
Fixed incorrect orientation + removed gibs for torch holder static prefab variants
Handcuff size is now applied to the handcuff viewmodel mesh blendshape and the additive_arms layer (halved the value on the layer as this looked wrong with the direct value applied)
Added a handcuffs size slider to Wearable, the handcuff scale layer will be set to the maximum value out of all of the clothing the player is currently wearing
Set up handcuff size multipliers for all hazmat skins
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates
- lets us snap the lerping to the next position instead of lerping strangely
Merge Travelling Vendor -> Main (Again!)
Set some colliders to triggers
Disable the hands animator layer when downed and handcuffed
Merge from travelling_vendor/dynamic_pricing
Round the price on the vending machine screen correctly
Some minor cleanup in the vending machine screen class
Merge Travelling Vendor -> Main
Have a "boost" bar instead of a "sprint" bar for fuel-powered bikes
Crocodile prefab references crocodile model (no longer model in animation fbx)
Split animations into separate .fbx files
Updated animations with correct scale (exported from source)
Folder/file cleanup
added 3p idle when downed with cuffs, added to captive override controller
Merge from analytics_junkyard -> main
Add analytics when cars are shredded in junkyard
Add a comment at the top of the file as a reminder to flag drops properly
w_handcuffs animator - updated transitions settings
Flag the most recent drop items as drops
updated vm surrender anim loop & transitions
Merge from fix_barricade_subway_entrance -> main
Travelling Vendor ~
- Increased Torque
- Simplified and improved pullover mechanics, as well as alignment
- Put max speed system in
- Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts
- FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly
- Fixed issues with handling at high speeds
- Fixed brake problems
- Vehicle push/ player push now only enabled when in movement|
- Fixed bugs stopping vendor from stopping when players are nearby
- Fixed brake lights
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
Add code to handle "BlockBarricadePlacment" tag
Add "ConstructionErrors" class to store Translate phrases for construction errors
Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
Updated Vintage Wardrobe FBX and Prefab